SpaceCities / engine /persist.js

Commit History

  1. Fix the three engine defects the 3D client reported (#92, #93, #94)⁠

    Claude +1: Claude Opus 5
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    96c6d29

  1. Get CI green, and make the AI's opponent belief fade the way it says it does⁠

    Claude +1: Claude Opus 4.8
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    15f3a03
  2. Phases 2-3: the AI answers what it reads⁠

    Claude +1: Claude Opus 5
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    5d60e36
  3. Phase 1: the AI gets a belief about its opponent⁠

    Claude +1: Claude Opus 5
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    2991d58

  1. Tier 2b: four correctness fixes with a wider blast radius⁠

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  2. Tier 1, step 3: harden the save load path past the entity boundary⁠

    Claude +1: Claude Opus 5
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  3. Tier 1, step 2b: expand // @ts-check coverage from 10 files to 20 (D3)⁠

    Claude +1: Claude Opus 5
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  1. Make the AI controller owner-parametric: true two-sided self-play⁠

    Claude +1: Claude Sonnet 5
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  1. Add a configurable population cap (200/250/300/Max) for both sides⁠

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  1. P8 Combat Depth: uphill concealment (real LOS), veterancy ranks, tiered-kill event fields⁠

    Claude +1: Claude Sonnet 5
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    8f89fac
  2. Domination with teeth + Faction memory, tuned as one stance-pipeline system⁠

    Claude +1: Claude Sonnet 5
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  3. Revert accidental inclusion of concurrent team's in-progress work⁠

    Claude +1: Claude Sonnet 5
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  4. Extend determinism coverage to the rival Gate's charge⁠

    Claude +1: Claude Sonnet 5
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  5. Colony economy rework: Freight Lanes + Colony standing orders⁠

    Claude +1: Claude Sonnet 5
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    84220dc
  6. Doctrine depth redesign: Assault tempo verbs + Bulwark regen (Tier 2 & 3, merged)⁠

    Claude +1: Claude Sonnet 5
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  7. Validate a loaded favor request's shape, like cargo/resources already are⁠

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  8. Range-layered formation ranks and per-building logistics priority⁠

    Claude +1: Claude Sonnet 5
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  9. Reactive opening checklist + an honest, configurable endgame clock⁠

    Claude +1: Claude Sonnet 5
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  10. Let the player pick their side of asymmetric matchups (Oort, Nimbus)⁠

    Claude +1: Claude Sonnet 5
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  11. Doctrine research develops over time instead of landing instantly⁠

    Claude +1: Claude Sonnet 5
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  1. Move DIFFICULTY_OPTIONS into engine/aiDifficulty.js, add state.ai.difficulty⁠

    Claude +1: Claude Sonnet 5
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    53ce1fb

  1. Add a player-picked AI Strategy (Aggressive/Economic/Force Parity) and Helium Bomb use⁠

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  2. Add player-assigned home base override and worker repair of wounded units⁠

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  3. Add Command Center zone affinity for haulers, plus a worker repair job⁠

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  1. Implement Phase 4 of battle wreckage: growing battles + deposit gating⁠

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  2. Implement Phase 2 of battle wreckage: battle-intensity bonus materials⁠

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  3. Implement Phase 1 of battle wreckage: kills leave minable wreck sites⁠

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  1. Give each factory input commodity its own larder slice instead of one shared pool⁠

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  2. Let the player recycle a completed building or unit for part of its cost back⁠

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  3. Let idle workers auto-discover a collection-point freighter, and stop ferrying it home themselves⁠

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  4. Let workers use a freighter as a collection point, with self-shuttling when full⁠

    Claude +1: Claude Sonnet 5
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  5. Add a fuse delay to the Helium Bomb and slow the shockwave further (#12)⁠

    Almaatla +1: Claude
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  6. Redefine formation leader as first-selected unit, add persistent follow, speed cap, and drag-to-face⁠

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  7. Land at your last-used Spaceport; pick blind on a fogged minimap otherwise⁠

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  1. Helium Bomb: a detonation also terraforms - the crater matures into ore⁠

    Claude +1: Claude Sonnet 5
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  2. Add the Helium Bomb: a mobile, arm-then-detonate doomsday unit⁠

    Claude +1: Claude Sonnet 5
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  3. Persistence: fix docs contradicting the code, document a hazard, add dialog a11y⁠

    Claude +1: Claude Sonnet 5
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  4. Harden save/load: sanitize sizeMult/resourceMult and player economy⁠

    Claude +1: Claude Sonnet 5
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  5. Two-owner scaffold: structural generalization (owner-generic, 1v1 byte-identical)⁠

    Claude +1: Claude Opus 4.8
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  6. Address remaining review defects: B3–B6 + load-hardening + static checks⁠

    Claude +1: Claude Opus 4.8
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  7. Fix B1 + B2 from the architecture review⁠

    Claude +1: Claude Opus 4.8
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  1. Living galaxy (7/N): factions expand across planets + starmap territory⁠

    Claude +1: Claude Opus 4.8
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  2. Living galaxy (6/N): every world simulates from the start⁠

    Claude +1: Claude Opus 4.8
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  3. Auto-repair: one Mender per building — drones spread out instead of dogpiling⁠

    Claude +1: Claude Opus 4.8
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  4. Fix auto-repair ping-pong: hysteresis, most-worn priority, slower wear⁠

    Claude +1: Claude Opus 4.8
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  5. Round-trip worker logistics + manual worker→building assignment⁠

    Claude +1: Claude Opus 4.8
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  6. Combustion Generator: cheap gas/biomass power on a tight grid⁠

    Claude +1: Claude Opus 4.8
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  7. Logistics Phase B: factory input larders + a real supply network⁠

    Claude +1: Claude Opus 4.8
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  8. Logistics Phase A: finite rig output buffer + worker haulage⁠

    Claude +1: Claude Opus 4.8
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  1. Plasma Rig: deep-core extraction — unlimited raws at a probabilistic yield tier⁠

    Claude +1: Claude Opus 4.8
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